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Are you looking for practical, ready-to-use ideas to help you design more innovative and unique video games? "David Perry on Game Design: A Brainstorming Toolbox" is a brainstorming and strategy guide for game designers, filled with inspiration-generating tips that challenge you to create better games. Using their years of industry experience, David Perry and Rusel DeMaria provide a wealth of ideas and possibilities to help you improve the entertainment value, quality, and success of your games. Designed to be used as a reference guide and brainstorming tool, the book is not software or technology specific, and it covers every aspect of video game design, including game types, storyline creation, character development, weapons and armor, game worlds, goals and rewards, obstacles, and more. You can work your way through the book from the beginning or focus on the topics that interest you. Filled with checklists and step-by-step brainstorming tools to help you flesh out your ideas, "David Perry on Game Design" will inspire and challenge you to find inventive solutions and improve the entertainment value of your games, making them fresh, innovative, and fun to play.
Part I: How to Use This Book Chapter 1: Using This Book as a Reference Chapter 2: Brainstorming and Research Part II: Which Game Will You Make? Chapter 3: Hooks Chapter 4: What Publishers Want Chapter 5: Game POV and Game Genres Chapter 6: Business Models Chapter 7: Branding Chapter 8: Protecting Your Intellectual Property Part III: Storytelling Chapter 9: Storytelling Techniques Chapter 10: Movie Genres Chapter 11: Scenarios Part IV: Characters Chapter 12: Character Design Chapter 13: Character Roles and Jobs Chapter 14: Enemies Chapter 15: Character Abilities Chapter 16: Speech Part V: Worlds Chapter 17: Game Worlds Chapter 18: Travel Chapter 19: Objects and Location Chapter 20: Music and Sound Part VI Experience Design Section A: The Elements of Experience Chapter 21: Experiential Design Chapter 22: Game Conventions and Cliches Section B: Goals and Rewards Chapter 23: Goals Chapter 24: Rewards, Bonuses, and Penalties Section C: Obstacles Chapter 25: Barriers, Obstacles, and Detectors Chapter 26: Traps and Counter Traps Chapter 27: Puzzles Section D: Time Chapter 28: Controlling Pacing Section E: Communication Chapter 30: Ways to Communicate with the Player Section F: Common Problems Chapter 31: Common Game Design Problems Chapter 32: Ways to Die Part VII: Weapons and Armor Chapter 33: Historical and Cultural Weapons Chapter 34: Standard Modern Weaponry and Armor Chapter 35: Epilogue
Posted February 18, 2011
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